If you control three artifacts as the ability resolves, you gain 1 life. The artifacts you control as the ability resolves don't have to be the same ones you controlled as it triggered. If you don't control three artifacts at that time, you won't gain life.
No player may take actions in a turn before Inventors' Fair's triggered ability checks to see if it should trigger. If you don't control three or more artifacts, it won't trigger.
When using Inventors' Fair's activated ability, the number of artifacts you control is checked only as you activate it. It's not checked again as the ability resolves.
There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
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, ,SacrificeInventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, thenshuffle Activate only if you control three or more artifacts.
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Because improvise isn't an alternative cost, it can be used in conjunction with alternative costs.
Equipment attached to a creature doesn't become tapped when that creature becomes tapped, and tapping that Equipment doesn't cause the creature to become tapped.
If an artifact you control has a mana ability with {T} in the cost, activating that ability while casting a spell with improvise will result in the artifact being tapped when you pay the spell's costs. You won't be able to tap it again for improvise. Similarly, if you sacrifice an artifact to activate a mana ability while casting a spell with improvise, that artifact won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for improvise.
Improvise can't be used to pay for anything other than the cost of casting the spell. For example, it can't be used during the resolution of an ability that says "Counter target spell unless its controller pays {3}."
Improvise can't pay for {W}, {U}, {B}, {R}, {G}, or {C} mana symbols in a spell's total cost.
Improvise doesn't change a spell's mana cost or mana value.
Tapping an artifact won't cause its abilities to stop applying unless those abilities say so.
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Improvise applies after the total cost is calculated.
When using improvise to cast a spell with {X} in its mana cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap artifacts you control to help pay that cost. For example, if you cast Whir of Invention (a spell with improvise and mana cost {X}{U}{U}{U}) and choose X to be 3, the total cost is {3}{U}{U}{U}. If you tap two artifacts, you'll have to pay {1}{U}{U}{U}.
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Search your library for an artifact card with mana value X or less, put it onto the battlefield, thenshuffle
If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature onto which you can move Lightning Greaves.
: Add .
, ,Discarda card: Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Encroaching Mycosynth turns all permanents you control into artifacts. Permanent spells you control become artifact spells in addition to their other types, and nonland permanent cards you own in other zones become artifact cards in addition to their other types.
Encroaching Mycosynth's ability causes Auras to become artifacts. This makes it more likely that another effect (such as that of March of the Machines) will make those artifact Auras into creatures. An Aura that's also a creature can't enchant anything. It's unattached the next time state-based actions are checked, and then immediately put into its owner's graveyard as a second state-based action.
Nonland permanents you control are artifacts in addition to their other types. The same is true for permanent spells you control and nonland permanent cards you own that aren't on the battlefield.
The only difference between a colored artifact and a colorless artifact is, obviously, its color. Unlike most artifacts, a colored artifact requires colored mana to cast. Also unlike most artifacts, a colored artifact has a color in all zones. It will interact with cards that care about color. Other than that, a colored artifact behaves just like any other artifact. It will interact as normal with any card that cares about artifacts, such as Shatter or Arcbound Ravager.
This effect can reduce only the generic portion of the artifact spell's total cost.
This effect doesn't change the mana cost or mana value of an artifact spell. Rather, it reduces the total cost of the spell, which is the amount you actually pay while casting it. The total cost takes into account additional or alternative costs.
All eight of the permanents sharing a name must be artifacts. If you control only seven artifacts with the same name and a nonartifact permanent with that same name, you won't win the game.
Any abilities that trigger on the token being created won't resolve until after Mechanized Production's triggered ability has finished resolving entirely and performed its check for eight artifacts with the same name.
Any enters-the-battlefield abilities of the copied artifact trigger when the artifact token enters the battlefield. The artifact token also has any "this enters the battlefield with" or "as this enters the battlefield" abilities that the copied artifact has.
If Mechanized Production and the enchanted artifact leave the battlefield simultaneously in response to the triggered ability, then the effect creates a token that's a copy of the artifact as it last existed on the battlefield.
If the copied artifact has {X} in its mana cost, X is considered to be zero.
If the copied artifact is a token, the token that's created copies the original characteristics of that token as stated by the effect that created it.
If the copied artifact is copying something else (for example, if the copied artifact is a Sculpting Steel), then the token enters the battlefield as whatever that artifact copied.
If the enchanted artifact leaves the battlefield in response to Mechanized Production's triggered ability but Mechanized Production does not, Mechanized Production is put into its owner's graveyard as a state-based action with no enchanted artifact. The triggered ability creates no token, but you can still win the game if you control enough artifacts with the same name.
If you control eight or more artifacts that share a name while you control Mechanized Production, you won't win the game yet. You'll win the game while resolving its triggered ability during your upkeep.
The eight artifacts with the same name don't have to have the same name as the enchanted artifact. For example, you win the game if you control eight Thopter artifact creature tokens as Mechanized Production's ability resolves, even if Mechanized Production isn't attached to a Thopter.
The token copies exactly what was printed on the original artifact and nothing else (unless that artifact is copying something else or is a token; see below). It doesn't copy whether that artifact is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its types, color, or so on.
Enchant artifact you control
At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
If you somehow control Mirrodin Besieged and no choice was made for it, it has neither of the two triggered abilities.
If you support the Mirrans, Mirrodin Besieged’s ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
If you support the Phyrexians, you must choose a target opponent as your end step begins. Whether that player loses the game is determined only as the ability resolves. This means that the card you discard may be the fifteenth artifact card that causes the target player to lose the game, but it also means that if there is no legal target opponent, you won’t draw or discard.
In a Two-Headed Giant game, if one player on a team loses the game, that team loses the game.
As this enchantment enters, choose Mirran or Phyrexian.
• Mirran — Whenever you cast an artifact spell, create a 1/1 colorless Myr artifact creature token.
• Phyrexian — At the beginning of your end step, draw a card, thendiscarda card. Then if there are fifteen or more artifact cards in your graveyard, target opponent loses the game.
Mirrodin BesiegedEnchantmentNormal - ~$5.85
Ornithopter of Paradise #133Artifact Creature — Thopter
Because improvise isn't an alternative cost, it can be used in conjunction with alternative costs.
If an artifact you control has a mana ability with {T} in the cost, activating that ability while casting a spell with improvise will result in the artifact being tapped before you pay the spell's costs. You won't be able to tap it again for improvise. Similarly, if you sacrifice an artifact to activate a mana ability while casting a spell with improvise, that artifact won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for improvise.
Multiple instances of improvise are redundant.
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Improvise applies after the total cost is calculated. Improvise doesn't change a spell's mana cost or mana value.
When using improvise to cast a spell with {X} in its cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap artifacts you control to help pay that cost. For example, if you activate the last ability of Archway of Innovation and then cast Wrath of the Skies (a spell with mana cost {X}{W}{W}), choosing 3 as the value of X, the total cost is {3}{W}{W}. If you tap two artifacts, you'll have to pay {1}{W}{W}.
You must already control an Island as Archway of Innovation enters the battlefield for it to enter untapped. If it enters the battlefield at the same time as an Island when you control no other Islands, it will enter tapped.
This land enters tapped unless you control an Island.
: Add .
, : The next spell you cast this turn has improvise. (Your artifacts can help cast that spell. Each artifact you tap after you're done activating mana abilities pays for .)
Flying
Other artifact creatures you control have flying.
When this creature enters, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.
Any "enters" abilities of the copied artifact will trigger when Sculpting Steel enters. Any "as enters" or "enters with" abilities of the chosen artifact will also work. For example, if Sculpting Steel copies an artifact creature with sunburst, the copy will get +1/+1 counters based on the number of different colors of mana used to pay Sculpting Steel's total cost. If Sculpting Steel copies a noncreature artifact with sunburst, the copy will get charge counters based on the number of different colors of mana used to pay Sculpting Steel's total cost.
If the chosen artifact is a token, your Sculpting Steel copies the original characteristics of that token as stated by the effect that put it onto the battlefield. Your Sculpting Steel is not considered to be a token.
If the chosen artifact is copying something else (for example, if the chosen artifact is another Sculpting Steel), then your Sculpting Steel enters as whatever the chosen artifact copied.
Sculpting Steel doesn't copy whether the original artifact is tapped or untapped. It also doesn't copy any counters on that artifact, any Auras or Equipment attached to that artifact, or any effects that are currently affecting that artifact — you get exactly what's printed on the chosen card and nothing more. So if you copy an animated Chimeric Staff, for example, you get a normal, nonanimated Chimeric Staff.
You can choose not to copy anything. In that case, Sculpting Steel stays on the battlefield as an artifact that doesn't do much of anything.
Even if you control more than one Unwinding Clock, you'll only untap your artifacts once during each other player's untap step.
Some effects, such as the one generated by Rust Tick's ability, state that an artifact doesn't untap during its controller's untap step. These effects won't apply and stop the artifact from untapping during another player's untap step.
Those artifacts untap at the same time as the active player's permanents. You have no choice about what untaps and can't choose to not untap an artifact you control.
Exotic Orchard checks the effects of all mana-producing abilities of lands your opponents control, but it doesn't check their costs. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If an opponent controls Vivid Crag and you control Exotic Orchard, you can tap Exotic Orchard for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
Exotic Orchard doesn't care about any restrictions or riders your opponents' lands (such as Ancient Ziggurat or Hall of the Bandit Lord) put on the mana they produce. It just cares about colors of mana.
Lands that produce mana based only on what other lands "could produce" won't help each other unless some other land allows one of them to actually produce some type of mana. For example, if you control an Exotic Orchard and your opponent controls an Exotic Orchard and a Reflecting Pool, none of those lands would produce mana if their mana abilities were activated. On the other hand, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard and a Reflecting Pool, then each of those lands can be tapped to produce {G}. Your opponent's Exotic Orchard can produce {G} because you control a Forest. Your Exotic Orchard and your opponent's Reflecting Pool can each produce {G} because your opponent's Exotic Orchard can produce {G}.
The colors of mana are white, blue, black, red, and green. Exotic Orchard can't be tapped for colorless mana, even if a land an opponent controls could produce colorless mana.
When determining what colors of mana your opponents' lands could produce, Exotic Orchard takes into account any applicable replacement effects that would apply to those lands' mana abilities (such as Contamination's effect, for example). If there are more than one, consider them in any possible order.
If the targeted land is an illegal target by the time Demolition Field's ability resolves, it won't resolve and none of its effects will happen. Neither player will get to search for a basic land card.
The target land's controller gets to search for a basic land card even if that land wasn't destroyed by Demolition Field's ability. This may happen because the land has indestructible.
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, ,Sacrificethis land:Destroytarget nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, thenshuffle You may search your library for a basic land card, put it onto the battlefield, thenshuffle
If an effect puts this land onto the battlefield tapped, you may pay 2 life, but it still enters tapped.
Unlike most dual lands, this land has two basic land types. It's not basic, so cards such as District Guide can't find it, but it does have the appropriate land types for effects such as that of Drowned Catacomb (from the Ixalan set).
Count the number of opponents you currently have, not how many you started with. If your four-player game is down to you and a single opponent, the land enters the battlefield tapped.
If an effect puts the land onto the battlefield tapped, having two or more opponents won't untap it.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
The creature equipped by Rock is the source of the activated ability, not Rock or Toggo. For example, if the equipped creature is blue, you could activate the ability choosing a creature with protection from artifacts or protection from red as the target.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
Landfall — Whenever a land you control enters, create a colorless Equipment artifact token named Rock with "Equipped creature has ', ,SacrificeRock: This creature deals 2 damage to any target'" and equip .
Partner (You can have two commanders if both have partner.)
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to an artifact creature you control may become lethal if Darksteel Forge leaves the battlefield during that turn.
Artifacts you control have indestructible. (Effects that say "destroy" don'tdestroythem. Artifact creatures with indestructible can't be destroyed by damage.)
A land is normally colorless, regardless of what colors of mana that land can produce. If an effect makes a colorless land into a creature without specifying that it becomes a certain color, the land creature gets +2/+2.
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
Forsaken Monument’s last ability won’t trigger when you play a land.
If you tap a permanent for more than one {C}, you add only one additional {C}.
You “tap a permanent for {C}” only if you activate a mana ability of that permanent that includes the {T} symbol in its cost, and only if it produces one or more {C} as it resolves.
Colorless creatures you control get +2/+2.
Whenever you tap a permanent for , add an additional .
Whenever you cast a colorless spell, you gain 2 life.
Karn's last ability isn't a mana ability, even though it adds mana. It uses the stack and it can be responded to. Use the number of artifacts you control as the ability resolves to determine how much mana to add.
The ability that defines Karn's power and toughness works in all zones, not just the battlefield. As long as Karn is under your control and still an artifact, its own mana value will count. In most cases, it'll be at least 5/5.
The mana produced by Karn's last ability can be spent on anything that isn't a nonartifact spell. This includes casting artifact spells, paying costs to activate abilities of both artifact and nonartifact permanents, paying ward costs, and so on.
Karn's power and toughness are each equal to the greatest mana value among artifacts you control.
At the beginning of your upkeep, add for each artifact you control. This mana can't be spent to cast nonartifact spells. Until end of turn, you don't lose this mana as steps and phases end.
Mycosynth Lattice turns all permanents on the battlefield into artifacts. Spells on the stack and cards in other zones aren’t permanents, so those spells and cards don’t become artifacts.
Mycosynth Lattice’s second ability makes everything, in every zone of the game, colorless.
The Lattice’s third ability lets players spend even colorless mana as though it had a color. However, it doesn’t remove restrictions on the mana. For example, Mycosynth Lattice doesn’t allow mana from Vedalken Engineer to be used to cast a nonartifact spell.
The Lattice’s first ability causes Auras to become artifacts. Combined with March of the Machines from the Mirrodin set, this can then make those Auras become creatures. An Aura that’s also a creature can’t enchant anything. It’s unattached the next time state-based actions are checked, and then immediately put into its owner’s graveyard as a second state-based action.
All permanents are artifacts in addition to their other types.
All cards that aren't on the battlefield, spells, and permanents are colorless.
Players may spend mana as though it were mana of any color.
Because you never "cast" a land card, Mystic Forge doesn't allow you to play an artifact land from the top of your library.
If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can't look at the next one until you're done paying for that spell.
If the top card of your library has a morph ability, you can cast it face down from the top of your library, even if it's normally not a colorless card.
Mystic Forge lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
You must follow the normal timing permissions and restrictions of the spells you cast from your library.
You still pay all costs for a spell you cast from your library, including additional costs. You may also pay alternative costs.
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
, Pay 1 life: Exile the top card of your library.
Effects that say the game is a draw, such as the _Legends_(TM) card Divine Intervention, are not affected by Platinum Angel. They'll still work.
You can concede a game while Platinum Angel on the battlefield. A concession causes you to leave the game, which then causes you to lose the game (Once you concede, you no longer control a Platinum Angel, so its ability can't prevent you from losing the game).
If you control Platinum Angel in a Two-Headed Giant game, your team can't lose the game and the opposing team can't win the game.
No game effect can cause you to lose the game or cause any opponent to win the game while you control Platinum Angel. It doesn't matter whether you have 0 or less life, you're forced to draw a card while your library is empty, you have ten or more poison counters, you're dealt combat damage by Phage the Untouchable, your opponent has Mortal Combat with twenty or more creature cards in their graveyard, or so on. You keep playing.
Other circumstances can still cause you to lose the game, however. You will lose a game if you concede, if you're penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a DCI rules infraction, or if your _Magic Online_(R) game clock runs out of time.
Rhystic Study's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered. The player gets the option to pay when this triggered ability resolves.
You don't have to decide whether or not to draw a card until after the player decides whether or not to pay.
Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on each artifact that became a creature this way.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Rise and ShineSorceryNormal - ~$0.39
Sai, Master Thopterist #82Legendary Creature — Human Artificer
Once you announce that you're casting a spell, players can't attempt to remove Shimmer Myr from the battlefield to make that casting illegal. Removing Shimmer My after you've cast a spell won't affect that spell.
Shimmer Myr has no effect on artifact lands because they aren't cast as spells.
The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. They choose the number before drawing any cards.
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
An effect that instructs you to "cast" a card doesn't allow you to play lands.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Casting the card causes it to leave your graveyard and become a new object. You can't cast it multiple times.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If you don't cast the card, it remains in your graveyard.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
Silas Renn doesn't change when you can cast the target artifact card. For example, if you target an artifact card without flash, you can cast it only during your main phase when the stack is empty.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
You may cast that card this turn even if Silas Renn leaves the battlefield.
You pay the costs for the target artifact card if you cast it. You may pay alternative costs rather than the card's mana cost.
Deathtouch
Whenever Silas Renn deals combat damage to a player, choose target artifact card in your graveyard. You may cast that card this turn.
Partner (You can have two commanders if both have partner.)
A spell is historic if it has the legendary supertype, the artifact card type, or the Saga enchantment subtype. Having two of those qualities doesn't make a spell more historic than another or provide an additional bonus—a spell either is historic or it isn't.
The last ability of Jhoira's Familiar doesn't reduce its own cost while you're casting it.
Crucible of Worlds doesn't allow you to activate abilities (such as cycling) of land cards in your graveyard.
Crucible of Worlds doesn't change the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value. If an artifact you control has {X} in its mana cost, X is considered to be 0.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
Barracks of the Thousand (Thousand Moons Smithy // Barracks of the Thousand)#357Legendary Artifact Land
(Transforms from Thousand Moons Smithy.)
: Add .
Whenever you cast an artifact or creature spell using mana produced by Barracks of the Thousand, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
Affinity can reduce only the generic mana in a spell's total cost. It can't reduce colored mana requirements.
Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
If a spell with cascade is countered, the cascade ability will still resolve normally.
If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
If there are any additional costs or cost increases that would apply to Ethersworn Sphinx, apply those before applying any cost reductions.
If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
The cost reduction is set before you pay any of the spell's costs. Specifically, you could lock in a discount for an artifact you control and then sacrifice that artifact to activate a mana ability.
The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
You exile the cards face up. All players will be able to see them.
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Flying
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).
This checks for lands you control with the land type Plains or Island, not for lands named Plains or Island. The lands it checks for don't have to be basic lands. For example, if you control Watery Grave (a nonbasic land with the land types Island and Swamp), Glacial Fortress will enter untapped.
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with ",Sacrificethis token: Add one mana of any color.")
Because targets are chosen for activated abilities before costs (such as "Sacrifice an artifact") are paid, Goblin Engineer's second ability can't target the artifact that will be sacrificed to pay its cost.
If a card in a player's graveyard has {X} in its mana cost, X is considered to be 0.
When this creature enters, you may search your library for an artifact card, put it into your graveyard, thenshuffle, ,Sacrificean artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
When this land enters,sacrificeit. When you do, search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, thenshuffleand you gain 1 life.
Maestros TheaterLandNormal - ~$0.54
Reckless Fireweaver #106Creature — Human Artificer
If an artifact has {X} in its mana cost, X is considered to be 0.
If you don't control an artifact with the highest mana value as your upkeep begins, Padeem's second ability won't trigger. You can't cast an instant to destroy an opponent's artifact during your turn before your upkeep begins.
If you no longer control an artifact with the highest mana value as Padeem's triggered ability resolves, you don't draw a card.
The artifact you control has to have the highest mana value only among artifacts on the battlefield, not among all permanents on the battlefield.
Artifacts you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
At the beginning of your upkeep, if you control the artifact with the greatest mana value or tied for the greatest mana value, draw a card.
Padeem, Consul of InnovationLegendary Creature — Vedalken ArtificerNormal - ~$1.11
Even though these lands have basic land types, they are not basic lands because "basic" doesn't appear on their type line. Notably, controlling two or more of them won't allow others to enter the battlefield untapped.
However, because these cards have basic land types, effects that specify a basic land type without also specifying that the land be basic can affect them. For example, a spell or ability that reads "Destroy target Forest" can target Canopy Vista, while one that reads "Destroy target basic Forest" cannot.
If one of these lands enters the battlefield at the same time as any number of basic lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
Casting the target card causes it to leave your graveyard and become a new object. You can't cast it again if it returns to your graveyard this turn.
If Emry's last ability targets an artifact land card, you can't play it. Effects that allow you to "cast" a card don't allow you to play a land card.
Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to change by how much Emry's cost is reduced.
The cost reduction ability reduces only the generic mana in Emry's cost. The colored mana must still be paid.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Emry). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
You must follow the normal timing permissions and restrictions for the target artifact card. Unless it has flash, you'll most likely only be able to cast it during your main phase while the stack is empty.
You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters,millfour cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Emry, Lurker of the LochLegendary Creature — Merfolk WizardNormal - ~$2.95
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, thenshuffle
When this creature dies, you may draw a card.
If an artifact spell has {X} in its mana cost, choose the value for X first, and then reduce the cost by {1}. For example, an artifact that costs {X} with X chosen as 4 costs {3} to cast if you control Foundry Inspector.
Once a player has announced an artifact spell, no player may take actions to try to remove Foundry Inspector from the battlefield before that spell's cost is locked in.